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1st Edition adventures with small parties
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<blockquote data-quote="Jarloch" data-source="post: 5821380" data-attributes="member: 49818"><p>Another thought - I agree with the use of hirelings (0 level men-at-arms and such) and henchmen (leveled NPC followers). Hirelings are probably going to start becoming liabilities rather than help after about level 2; maybe a couple of dedicated spear guys protecting the M-U but that stay off the front line. If any of the hirelings have good rolls and kick some major butt than field promote them up to henchman. Lots of good RP there.</p><p></p><p>But if your group wants to minimize the number of characters, than I would also consider using the specialization/double-specialization out of Unearthed Arcana if there are fighters in the group. Modules written before 1985 were not balanced for that, so giving the PCs that extra edge will equate the parties firepower to a bigger group. I normally am not fond of the rules, because they turn all the classic modules into pushovers and wreak havoc with AD&D's balance, but a smaller group would be the exception.</p></blockquote><p></p>
[QUOTE="Jarloch, post: 5821380, member: 49818"] Another thought - I agree with the use of hirelings (0 level men-at-arms and such) and henchmen (leveled NPC followers). Hirelings are probably going to start becoming liabilities rather than help after about level 2; maybe a couple of dedicated spear guys protecting the M-U but that stay off the front line. If any of the hirelings have good rolls and kick some major butt than field promote them up to henchman. Lots of good RP there. But if your group wants to minimize the number of characters, than I would also consider using the specialization/double-specialization out of Unearthed Arcana if there are fighters in the group. Modules written before 1985 were not balanced for that, so giving the PCs that extra edge will equate the parties firepower to a bigger group. I normally am not fond of the rules, because they turn all the classic modules into pushovers and wreak havoc with AD&D's balance, but a smaller group would be the exception. [/QUOTE]
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